Goblin
Goblins are a populace race. Natural cowards, there's typically a dozen goblins you don't see for every one that you do. In the most general of terms, goblins aren't the sharpest knife in the cuttlery, but there have been surprising exceptions found among the numbers, usually finding their way to being functional members of civilized society. While goblins as a whole are native to Tarana, the race is unique in that some of the documented sub-species are not.
Volo's Guide to Monsters
Goblin
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Races of Kamigawa
Akki
As goblins not native to the world of Tarana, The akki are a race of mischieveous pyromaniacs that dwell in the mountains of Wujan. As a people they have a universal chaotic demeanor,demonstrated by their joy in wreaking havoc by way of pranking, which is coupled with their delight in fire.
Mountain Pyromaniacs
Akki find glee in the chaos of their interactions with travellers, which range from relatively harmless pranks to much deadlier ones. Over time, the destructive mischief of the akki has resulted in this sub-species developing armored turtle-like shells over their backs, coupled with a natural resiliance to fireability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 25 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Goblin
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Akki Resilience. You have resistance to fire damage. In addition, when not wearing armor, you have a base AC of 12 + your dexterity modifier.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Akki Resilience. You have resistance to fire damage. In addition, when not wearing armor, you have a base AC of 12 + your dexterity modifier.
Firestrider Goblin
Not native to Tarana, firestrider goblins make their homes around volcanoes, lavaflows, and subterranean lavapools.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Goblin
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Grit. You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. Lavastep Grit. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Grit. You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier. Lavastep Grit. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
Volo's Complete Subrace Handbook
Hoardshine Goblin
Having emerged less than two centuries from a portal to the Feywild, Hoardshine Goblins greatly resemble other goblins, with yellow, red-brown or green skin and similarly colored eyes. Their behaviour is their greatest difference, as they are more talkative, inventive, and more interested in barter than conquest. A proper market of the Hordeshine Goblin is a sight to behold, rivaling the greatest bazaars of mortal cities for the variety of exotic goods available.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your chaacter.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Golden Bribe. When you are bartering, bargaining, or dealing with currency and you fail a persuasion roll you may spend a number of gold coins equal to two times the number you failed by to instead succeed on the persuasion roll. If the failed roll had disadvantage, you must spend a number of gold coins equal to five times the number you failed by. Feywild Token. Hoardshine goblins are capable of enchanting currency with fey charms. Once per day, you may take one coin and rub it between your hands, charming the coin for 10 minutes. Whenever a creature holds the coin or has it on their person, that creature must make a Charisma saving throw. (DC equals 8 + your Charisma modifier + your Proficiency bonus) On a failed save, you have advantage on any ability check to interact socially with the creature until the charm on the coin ends. A creature that is immune to the charmed condition automatically succeeds the saving throw
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Golden Bribe. When you are bartering, bargaining, or dealing with currency and you fail a persuasion roll you may spend a number of gold coins equal to two times the number you failed by to instead succeed on the persuasion roll. If the failed roll had disadvantage, you must spend a number of gold coins equal to five times the number you failed by. Feywild Token. Hoardshine goblins are capable of enchanting currency with fey charms. Once per day, you may take one coin and rub it between your hands, charming the coin for 10 minutes. Whenever a creature holds the coin or has it on their person, that creature must make a Charisma saving throw. (DC equals 8 + your Charisma modifier + your Proficiency bonus) On a failed save, you have advantage on any ability check to interact socially with the creature until the charm on the coin ends. A creature that is immune to the charmed condition automatically succeeds the saving throw
Volo's Complete Subrace Handbook
Indigo Goblin
Also called “Blues”, these goblins are born different, with strange psychic abilities unlike their kin. Blues support other normal goblins in combat and often are called upon to lead a gang of goblins from the rear into battle. It is not uncommon for Blues to be killed by their own kin out of fear of their powers. As such, Blues are often extremely paranoid.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Mind Shield. Your psionic capabilities give you resistance to psychic damage. Contact Telepathy. Blues huddle with their goblin gang to coordinate attack plans. You can communicate telepathically with any creature you are touching that you share a language with. Psionic Talent. Objects around you tend to move and fly about. You know the mage hand cantrip.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Mind Shield. Your psionic capabilities give you resistance to psychic damage. Contact Telepathy. Blues huddle with their goblin gang to coordinate attack plans. You can communicate telepathically with any creature you are touching that you share a language with. Psionic Talent. Objects around you tend to move and fly about. You know the mage hand cantrip.
Plane Shift Ixalan
Jungle Goblin
These goblins are blue skinned, covered in white hair, and very much resemble monkeys of the jungle. These goblins are not native to the world as far as anyone can tell, but have quickly established themselves in the jungles of Awani.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 25 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can't use your climbing speed if you are encumbered.)
Volo's Complete Subrace Handbook
Monkey Goblin
Though they can stand upright, the jungle dwelling Forest Kith tend to run and walk on all fours in a manner like primates, perhaps because their arms are longer than their legs. Unlike most goblins, Forest Kith also have an ape-like tail for climbing trees. Forest Kith hunt most creatures that travel through their forest territories. In lean times, they often plan and execute raids on humanoid frontier communities for food, preferring snatch-and-run tactics.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Perehensile Tail. You have a tail that allows you to grab and manipulate objects, as well as assist you in climbing and swinging. You have a climbing speed of 20 feet. You can also use your tail to interact with items up to 5 lbs as though it were a third hand. You cannot attack with the tail. Tree Shape. You can use your action to change form into a small tree, or shrub with 1 HP and 14 AC. While transformed you do not need to eat, sleep or breathe, you cannot see, speak, or perform any actions, and your speed becomes 0. You can still hear while transformed. You can dismiss this effect as an action, and it ends automatically at sunset or if you take damage. Brush Break. If you use your Nimble Escape trait to use the Hide action while you are hiding in a tree or bush, you have advantage on that roll.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Perehensile Tail. You have a tail that allows you to grab and manipulate objects, as well as assist you in climbing and swinging. You have a climbing speed of 20 feet. You can also use your tail to interact with items up to 5 lbs as though it were a third hand. You cannot attack with the tail. Tree Shape. You can use your action to change form into a small tree, or shrub with 1 HP and 14 AC. While transformed you do not need to eat, sleep or breathe, you cannot see, speak, or perform any actions, and your speed becomes 0. You can still hear while transformed. You can dismiss this effect as an action, and it ends automatically at sunset or if you take damage. Brush Break. If you use your Nimble Escape trait to use the Hide action while you are hiding in a tree or bush, you have advantage on that roll.
Volo's Complete Subrace Handbook
Mountain Goblin
Small, mischievous, and tinkers by nature, the goblins that live in the mountain ranges of the realms are grey or green-skinned creatures who take glee in pulling tricks on travelers. Unfortunately for the travellers, these tricks generally involve the launching of explosives, avalanches, fire traps, or other tools of mischief. They are smarter and crafter than the average goblin, but no wiser in their use and almost constantly end up within the blast radius of their own explosive devices.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Small
speed:
Your base walking speed is 30 feet.
Languages:
You can speaYou can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.k, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Duck! You have resistance to all damage that originates from Tiny devices you have constructed. Firestick. You may use torches as clubs that deal an additional 1 fire damage on hit while they are lit. Torches you wield gain the light, finesse, and thrown (15/25) properties. You can add your proficiency bonus to your attack and damage rolls when wielding torches in this way. Tick, Tick, Boom! You have proficiency with tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of scrap metal to construct a Tiny device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it.), when it explodes, or when you use your action to dismantle it; at that time, you can reclaim 1d10 gold worth of scrap. You can haveup to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Goblin. This device is a clockwork goblin soldier with an explosive attached. You may use an action to wind it up and place it on the ground. When placed, the toy moves 5 feet across the ground on each of your turns in the direction it is facing. It makes a shrill laughing noise as it moves. If the toy goblin impacts a creature or object, is destroyed, or walks for 5 turns, it stops, clicks, and explodes in a 5 foot sphere dealing 1d6 fire damage to creatures and objects within the sphere. Inferno Kindler. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. You may also overload the device, causing the fire to grow in intensity for one minute. The device can be used as a torch while overloaded, after which it is burnt out and unusable. If you roll a 1 on an attack while wielding the device as a torch, it explodes, dealing 1d8 fire damage in a 10 foot sphere. Using the device requires your action. Scrap Grenade. The device is a ball of explosives and scrap metal with a wind up key. You may use an action to wind it up and throw it into an open space up to 30 feet away. Once wound, the ball begins ticking. At the end of your next turn, the device explodes in a 10 foot sphere dealing 1d4 fire damage and 1d4 piercing damage to anything within the sphere. If the device is destroyed, the ticking stops and the ball does not explode.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Duck! You have resistance to all damage that originates from Tiny devices you have constructed. Firestick. You may use torches as clubs that deal an additional 1 fire damage on hit while they are lit. Torches you wield gain the light, finesse, and thrown (15/25) properties. You can add your proficiency bonus to your attack and damage rolls when wielding torches in this way. Tick, Tick, Boom! You have proficiency with tinker's tools. Using those tools, you can spend 1 hour and 10 gp worth of scrap metal to construct a Tiny device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it.), when it explodes, or when you use your action to dismantle it; at that time, you can reclaim 1d10 gold worth of scrap. You can haveup to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Goblin. This device is a clockwork goblin soldier with an explosive attached. You may use an action to wind it up and place it on the ground. When placed, the toy moves 5 feet across the ground on each of your turns in the direction it is facing. It makes a shrill laughing noise as it moves. If the toy goblin impacts a creature or object, is destroyed, or walks for 5 turns, it stops, clicks, and explodes in a 5 foot sphere dealing 1d6 fire damage to creatures and objects within the sphere. Inferno Kindler. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. You may also overload the device, causing the fire to grow in intensity for one minute. The device can be used as a torch while overloaded, after which it is burnt out and unusable. If you roll a 1 on an attack while wielding the device as a torch, it explodes, dealing 1d8 fire damage in a 10 foot sphere. Using the device requires your action. Scrap Grenade. The device is a ball of explosives and scrap metal with a wind up key. You may use an action to wind it up and throw it into an open space up to 30 feet away. Once wound, the ball begins ticking. At the end of your next turn, the device explodes in a 10 foot sphere dealing 1d4 fire damage and 1d4 piercing damage to anything within the sphere. If the device is destroyed, the ticking stops and the ball does not explode.
Volo's Complete Subrace Handbook
Wolfraid Goblin
How such a pathetic race such as the goblins were able to tame the wild and ferocious nature of the worg is beyond any scholars guess, but the goblins who have achieved this feat are known as wolfraid goblins. They are amongst the most feared goblin warriors to ever plague the open plains of the realms. Their marauding nature is the bane of civilised humanoid towns. They have green skin and often wear trophies or headdresses to represent their affinity with the wolf.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Goblin
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Wolf Raider. These marauding goblins are known for riding their wolves and worgs into battle. You gain proficiency in the animal handling skill. Wolf Tamer. If you are within 1 mile of an arctic, forest, grassland, hill, or mountain environment, you can spend 8 hours to cast find steed using this trait with 1 lb of fresh meat as a material component. Your steed can take no other form than a wolf (MM), and it remains a beast instead of a celestial, fey or fiend. Only you can ride the wolf steed. Once you use this trait, you cannot use it again until you have finished a long rest. Wild Command. You can use your action to command your wolf steed to take the Attack action. Your wolf steed will not attack otherwise.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Wolf Raider. These marauding goblins are known for riding their wolves and worgs into battle. You gain proficiency in the animal handling skill. Wolf Tamer. If you are within 1 mile of an arctic, forest, grassland, hill, or mountain environment, you can spend 8 hours to cast find steed using this trait with 1 lb of fresh meat as a material component. Your steed can take no other form than a wolf (MM), and it remains a beast instead of a celestial, fey or fiend. Only you can ride the wolf steed. Once you use this trait, you cannot use it again until you have finished a long rest. Wild Command. You can use your action to command your wolf steed to take the Attack action. Your wolf steed will not attack otherwise.
Civilization and Culture
Naming Traditions
The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender.
Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix
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